Almost finished both type of doors,
(vertical and horizontal). Need an alarm state on them.
Tweaked database for their animations,
it's complicated I hope it won't cause problems later.
Fixed some things along the way.
I will ditch conventionnal RPG combat for combat puzzle minigame (RIP).
Scope therefore reduced.
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+ Door Animation Database
- it's messy
+ Doors code almost done
- needs alarm state
+ Fixed 2 major mechanics bugs
+ Cleaned code a bit
+ New design for combat phases
+ Scope reduced
+ Perfs looks under control so far
Tweaked doors, NPC can also open them.
I think I need to optimize for shitty CPUs. I'll test.
Gonna think of a routine system to give some life to NPCs.
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+ Some Doors code tweak
+ NPC can now open doors
What doesn't kill you makes you stronger.
Finished NPC detection in all 4 directions, with tile obstructing.
I still need to make doors and possibly other events obustructing,
and also tweak close movement detection.
Then I'll add a proper detection sequence.
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+ NPC Detection in all 4 directions
+ Tile Obstructing
The NPC are now reactively detecting the player.
The system is set so I can easily tweak range.
I also added an input system to neutralize NPCs.
I will make skills interact differently with this.
Waiting on some help for the events (doors, etc...) obstructing code.
Then I'm gonna test a bunch the A.I, and should start RPG combat if it goes well.
Maybe I'll have another demo for this summer?
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+ NPCs now have player detection
- Still need to make Doors and such obstructing
+ Kill Range proto to neutralize NPCs
+ Redid walking animation a bit
+ Some art
Last prototype for detection was shit so I'm making something new.
Seeking it to make a physical sprite detection that will be obstructed by walls.
Modern PC should handle the load of multiple NPCs, planning on optimizing strong tho.
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- Old NPC detection is shit
+ Working on a new one
Found a way to attach Vision Zones to a dedicated NPC.
Now onto finding if I can make it automaticaly works with several spawned NPCs.
Still monitoring perfs. I'll only work on the detection features once the vision is solid enough.
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+ Progressed on the Vision/Detection system
- Still a lot to do
Third iteration of the VISION ZONE for NPCs.
Magic help from a plugin who come out today. Using it to tie my own process just after.
Now I need to add unique "obstructing" checks taking in account player surroundings.
I drew them on paper.
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+ Lucked in some plugin release
+ VISION ZONE mk3 went very well today
+ Perfs should be very good
>>238437413
Yo recap guy. It's "Dosh Jobs". I guess you could see that the infos between this post and Dosh Jobs are similar for that precise case.
I could still provide more proofs if you want.
Obstructing looks to work well.
Code is pretty big but seems to run fine.
Now I need to make it work for the 3 other directions.
And then I'll see how well it work with moving NPCs,
and multiple NPcs.
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+ Obstructing tiles working
- If I where to stop posting progress, I did not gave up
3 weeks without progress,
missed a lot of AGDG, but both were needed.
I reworked the previous App display.
I'm soon gonna start combat.
Been thinking of new stuff.
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+ Reworked StockApp displaying
+ Fixed some Hangar/Scan items bugs
Added some features that'll be upgrades.
You can now refuel the truck recovering your scanned items.
I'm may change it for other terms, codename "Manutention Units".
Next I'll arrange game code for flexibility.
Combat delayed a bit.
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+ Scanned item will show name depending on upgrades
+ Some art
+ Tweak phone animations
+ Implemented ReFuel System on phone
Changed the Truck Fuel system for a more personnal and easier to manage Hangar Labour Unit system.
It represents the costs for the receiver to recover stolen goods, and manage them in the Hangar.
The cost of a HLU unit will fluctuate depending on various elements.
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+ "Truck Fuel" is changed for "Hangar Labour Units"
+ Tweaked choices menu phrasing
+ Tweaked Phone App slots code
+ Some art
First entry for rolling recap. Let's see how it goes. I might treat this as a quick journal too, might be fun to read it in the future (or depressing). I'll keep the +/- system for progress, I find it nice.
+ Hangar Stock Space Upgrade variables
- Can't get the formula to work when looting
+ Phone Hangar App Widget progress
Implementing an App for the phone, called "Receev".
It shows the player the stock space available at the Hangar.
I'm having trouble for the display but the art is there.
It also counts the items well, and spawning in hangar is OK.
I have 6 bars representing 6 spaces (upgrades).
It's possible I add upgrades for the amount of items per space.
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+ Hangar Stock HuD art finished
- but ALL is displayed instead of DETAILED
+ TVs (and big items) are now stolen by scanning with the phone (design reasons)
+ You can interact with Big Items only when first Stock Space is unlocked
+ Cheat event for Deving